Two-player game of skill where each player tries to be the first to press following a visual signal

ABSTRACT

A two-player game where each player tries to be the first to press an actuator following a visual signal which randomly appears for a random amount of time, and the player who is the first to press while the visual signal is visible scores a point, and the first player to reach a predetermined number of points wins the game, and said game also awards a point to the opposite player when one player presses at a time when the visual signal is not visible.

CROSS-REFERENCE TO RELATED APPLICATIONS

This application is related to Provisional Patent Application No. 61/132,728, filed Jun. 23, 2008. The invention claimed herein is one part of said Provisional Patent Application. The inventor is separately filing and claiming other inventions included in said Provisional Patent Application.

BACKGROUND OF THE INVENTION Field of the Invention

This application relates to two-player games of skill, specifically those using actuators and indicators.

This application uses the following defined terms:

Actuator—a physical means of sending a signal to the device embodying the invention.

Press—to activate an Actuator by physical means.

Indicator—a visually observable device capable of changing state

Indicate—to change the state of an Indicator

Player—one of the two participants in the game

Memory—a means of recording each player's cumulative score

Timer—a means of measuring and signaling the end of a given time interval

DRAWINGS

FIG. 1 is a flowchart showing the steps described in the First Embodiment.

FIG. 2 is a photograph of the gaming device which plays a number of games, including the First Embodiment of the invention

DETAILED DESCRIPTION

The First Embodiment of the invention that is currently being sold by various retailers is a hand-held electronic game unit with two tactile switche Actuators (one for each Player), an LED Indicator for each player (one gren, one red), a 2-color red/green center LED Indicator, a microcontroller, and power supply. See FIG. 2.

The microcontroller is pre-programmed to accept input from the tactile switches, display information using the LEDs and to perform the other functions shown in FIG. 1.

The center LED is off for a random amount of time, then turns either red or green for a random amount of time, then turns off for a random amount of time, repeating this cycle until a Player Presses.

The object of the game is for each Player to try to be the first to Press his or her Actuator when the center LED turns green. If a Player does so, he or she is awarded a point which is stored in Memory.

If a Player presses when the Indicator(s) are not in the “Press” state, the other Player is awarded a point which is stored in Memory.

A point is Indicated by flashing the LEDs that correspond to the color of the scoring Player.

The microcontroller determines whether a point has been scored and by whom, and keeps track of each Player's cumulative score. When one Player's score reaches a predetermined limit, the center LED turns solid and the winning Player's LED flashes, ending the game.

Although the First Embodiment uses the aforementioned design, the invention is equally well-suited to countless other embodiments. One could easily utilize Actuators consisting of touch-sensitive switches, light sensors, wireless controls, or any other type of physical means of control. The invention is equally well-suited to countless other types of visual cues and Indicators such as LCD screens, or any type of electrical or mechanical apparatus that is capable of being seen by the Players and changing state.

Similarly, there are countless different methods of visually Indicating the various states of the game. Those in the First Embodiment were chosen for their simplicity and low cost.

The steps in Figure One are shown in their approximate order, but certain steps can precede different steps without altering the fundamental game. For example, the boxes that say “Obtain random value for Timer Counter” and “Randomly change the Indicator(s) to Indicate ‘Press’ or ‘don't Press’” could just as well be in the opposite order.

Additional embodiments that are planned include, but are in no way limited to, the following:

-   -   Mobile Phone application     -   Internet application     -   Video game     -   Electro-Mechanical toy 

1. Process A two-Player game comprising the steps of: a. resetting the Indicator(s) and obtaining a random value for a Timer which controls the length of time the Indicator(s) are in the “reset” state. b. determining whether or not a Player is Pressing his or her Actuator, and if so, awarding the opposing Player a point by recording same in Memory. then advancing to step (c) If not, advancing to step (d). c. after a point is scored, comparing the scoring Player's cumulative score stored in Memory with a predetermined number of points necessary to win. If the scoring Player has not reached the predetermined number of points necessary to win, Indicating a point scored and looping back to step (a). If the scoring Player has reached the predetermined number of points necessary to win, Indicating that the scoring Player has won and ending the game. d. decrementing the Timer and checking whether it has expired. If not, looping back to step (b). If so, advancing to step (e). e. randomly changing the state of the Indicator(s) to Indicate either “Press” or “don't Press” and obtaining a random value for a Timer which controls the length of time the Indicator(s) are in this state. f. determining whether or not a Player is Pressing his or her Actuator, and if so, determining whether the Indicator(s) are in the “Press” or “don't Press” state and awarding a Point to the Player that pressed if the Indicator(s) are in the “Press” state, or to the Player that was not pressing if the Indicator(s) are in the “don't Press” state, by recording same in Memory, thereafter looping back to step (c). If not, advancing to step (g). g. decrementing the Timer and checking whether it has expired. If not, looping back to step (f). If so, looping back to step (a). Machine: A gaming device comprising two or more Actuators and a means of visually displaying at least seven different states using one or more Indicators. The necessary states are as follows: 1) Reset 2) Don't press 3) Press immediately 4) Player 1 scored a point 5) Player 2 scored a point 6) Player 1 wins 7) Player 2 wins whereby said gaming device follows these steps: a. reset the Indicator(s) and obtain a random value for a Timer which controls the length of time the Indicator(s) are in the “reset” state. b. determine whether or not a Player is Pressing his or her Actuator, and if so, award the opposing Player a point by recording same in Memory, then advance to step (c) If not, advance to step (d). c. after a point is scored, compare the scoring Player's cumulative score stored in Memory with a predetermined number of points necessary to win. If the scoring Player has not reached the predetermined number of points necessary to win, Indicate a point scored and loop back to step (a). If the scoring Player has reached the predetermined number of points necessary to win, Indicate that the scoring Player has won and end the game. d. decrement the Timer and check whether it has expired. If not, loop back to step (b). If so, advance to step (e). e. randomly change the state of the Indicator(s) to Indicate either “Press” or “don't Press” and obtain a random value for a Timer which controls the length of time the Indicator(s) are in this state. f. determine whether or not a Player is Pressing his or her Actuator, and if so, determine whether the Indicator(s) are in the “Press” or “don't Press” state and award a Point to the Player that pressed if the Indicator(s) are in the “Press” state, or to the Player that was not pressing if the Indicator(s) are in the “don't Press” state, by recording same in Memory, thereafter loop back to step (c). If not, advance to step (g). g. decrement the Timer and check whether it has expired. If not, loop back to step (f). If so, loop back to step (a). 